8000 points DE/orks vs space wolves and Dark angels

Greetings dark denizens, I come bearing the tale of the kabal of the blood shedders and the ork hordes of ghazkul thraka raid on the armoured mon'keigh of the space wolves and dark angels chapters. 2 players a side with 2000 points per player. so that is 8000 points overall! Before this though we gave death from the skies a go which did not go too well for us. A dark angels and space wolves flyer vs my light razorwing and an ork dakka jet...in hindsight we were out done in the points category and the ork dakka jet was shot down. my razorwing took a hull point of damage and just like that, the imperial alliance had first blood! I will post a rough army list first of what everyone had as I only know from what I saw on the board and from the pictures I took. Here goes:

Dakkajet (shot down in death from the skies game so makes no appearance)

3 killa kans

Other stuff in reserve

Warlord trait: Might is Right

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Imperial Alliance

Space Wolves

Arjak rockfist

Canis wolfborn

Thunderwolf cavalry with thunderhammers and storm shields

Wulfen with thunderhammers and storm shields

2x Wolf guard terminators

Land raider

3 dreadnaughts (one is bjorn)

Long fangs in stormfang gunship

2x grey hunters

5 scouts (4 with sniper rifles, 1 with missile launcher)

vindicator

Warlord trait: Cyber of the wolf kin

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Dark angels

Ezekiel

Interrogator chaplain

Legion praetor

veterans

Furiosa dreadnaught

2x 5 deathwing terminators

2x tactical squads

Nephilium jetfighter

Ravenwing bikes

Warlord trait: Courage of the 1st legion

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The scenario was supposed to essentially be attack and defend but due to table issues the scenario changed. so neither side really had the appropriate list for the rather longer then appropriate board. Victory would be determined by victory points, tactical cards and objective markers (I mistakenly believed holding an objective each turn would give points, this is only my 2nd 7th edition game xD thus you will see me making obscenely huge mistakes). I will post turn 1 and 2 soon.

Note at the end of this battle report I will do what I did right, what I wrong and above all what I learned.

Psyker powers – weirdboy get fuzzle, krunch and ead bang.

Ezekiel gets mindworm and a rage blessing power

Objective markers – essentially 1 in each table quarter, 1 in a crater at middle corridor (close to our side) and one right in the middle. the two middle ones are where the real bloodbath happens.

Turn 1 xenos raid

Almost everything moves forward save for the big mek in a ruin. everything moves flat out and runs.

Eager for the slaughter to begin, the xenos move forward as fast as possible. The difference in speed is staggering and the commorites soon leave their ork "allies" behind...

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Turn 1 imperial alliance

The wolves move forward with the same eagerness for the fighting to being though scouts deploy in the tower overlooking the middle corridor. Of the dark angels, only the ravenwing bikes move forward. Unlike the xenos though, they have something in range to shoot...the furiosa dreadnaught. with its ability to shoot over terrain and fire at different targets, it soon becomes a pain to the xenos raiding force. the furiosa takes 1 hull point off a jinking ravager and the missile launcher form the scouts does the same to a jinking raider. (get used to hearing the word "jink", I do it an obscene amount of times).

Ezekiel voxes to the defence teams positioned to repel the xenos raid. "target the vehicles, destroy the enemy mobility!" Missiles streak in to the air, seemingly avoiding buildings and obstacles with ease to home in on one of the xenos gunboats. The xenos pilots movements are insane but a single missile hits home, dealing damage to the enemy vehicle. However, it is not destroyed and will continue to be a threat...

Turn 2 xenos raid

My flier comes in!

Movement continues with grots securing one objective marker and my kabalites securing another. orks continue to trod along slowly with the two trukks going towards the middle corridor. 3 of my raiders are over the middle objective marker with a ravager and venom close by. before you say, I know. this was silly. and I pay for it later xD.

Ork shooting took two wounds off of the wulfen but my razorwing is shot down by the furiosa dreadnoughts intercept. This is the second time it dies as soon as it comes in so I STILL haven't got to use it. another lesson learned.

The kabalite gunboats streak towards the central objective, determined to be the first one to reach it. Wulfen charge straight down the natural chokepoint, dodging an obscene amount of ork firepower. Even so, two take critical wounds but they already begin to heal faster then even a normal astartes...

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Turn 2 imperial alliance

Much of the imperial reserves arrive in the form of both flyers and the deathwing terminators deep striking on to the central objective. during the psychic phase ezekiel casts rage on the recently arrived terminators.

In movement, the wulfen approach my deployed warrior squad on the crater objective and the rest of the mobile space wolves move up. In the shooting phase much of my force jinks to avoid shots though the nephilium blows up one of my raiders, forcing an emergency disembark of the surviving 3 warriors.

In the assault phase, I get a taste of what is to come from the new wulfen as they assault and wipe out my warriors on the crater objective. They have insane moving and assault speed! those recently arrived deathwing have some special rule (formation?) which means they can assault the turn they deep strike. they blow up another raider with their powerfists, sending the 6 survivors flying. They are assaulted by the second squad of deathwing and wiped out.

The well laid trap is sprung. The imperial alliance attacks on all fronts and stun the xenos with the sheer ferocity of their counter attack. Wulfen tear the aliens apart, too strong and too tough for even the fast reflexes of the eldar to handle. The Dark Angels launch their own counter attack, showing they too can match the wolves in intensity.

Orks and talos continue to move forwards. the venom and raider deploy the two incubi squads plus the archon. As for the orks, they deploy the ard boyz and weirdboy near the crater ready to take on the thunderwolf cavalry while ghaz and mega nobz get ready to take on the wulfen along with my 3 talos. My surviving raider pics up the 10 kabalite survivors of one of the recent raider explosions and races to the crater objective.

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In the shooting phase, my ravager takes out 2 deathwing terminators and my venom kills. Now for the assault phase. we decide to resolve these one at a time but I think we slightly messed up with the rules here as all the ones that charge a squad should have charged, not one at a time. oh well, another lesson learned! Here goes.

The three talos assault the wulfen but fail to get through their storm shields, inflicting only 2 wounds. The wulfen retalitory strike deals 6 wounds to my talos, leaving each with 1 wound remaining (I think we may have done this wrong as well? in 5th edition, you can't spread the wounds but unsure with 7th). After this, ghaz and his mega nobz charge in and challenge the wulfen leader (only the thunderhammer attacks had been used thus far). Ghaz kills the wulfen leader! however, some mega nobz are killed and ghaz and co proceed to run away...fortunately my talos are fearless so no sweeping advances.

Next assault, my archon and his incubi bodyguard of 4 charge the under strength terminators. My archon challenges his sergeant and subsequenty proceeds to murder him. +1 strength with soul trap! my 2 incubi proceed to kill the other terminators in the squad.

Next assault, ard boys and weirdboy charge the thunderwolf cavalry! This...does not end well, with the orks running away and being caught in a sweeping advance. This is what is left of them.

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Last up, my second incubi squad. they assault the other deathwing terminators and my klaivex challenges his sergeant. my klaivex proceeds to have his own head chopped off! I lost two more incubi also and manage no kills. my guys pass morale and are locked in combat.

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The true battle begins. The wulfen tear in to the torture engines with unbridled fury, almost destroying the monstrous creations outright. The archon kills the most honoured sergeant of the deathwing effortlessly with his comrades joining him death soon after. The thunderwolves smash through the 'ard boyz, ending the psyker threat contained within.

Turn 3 imperial alliance

The stormfang gunship switches to hover mode and deploys the longfangs. Arjak and the wolf guard terminators use the dark angels teleport homer to land bang on at the centre of the board. (there was some discussion as to whether this was allowed. Both us xenos players were fine with it and I said it simply a question of pride. would the space wolves be willing to put their mistrust of teleportation aside and their mistrust of the dark angels to launch an attack at the heart of the enemy xenos? the answer for this match was yes ^^). The nephilium rotates 90 degrees.

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Time for shooting! the furiosa dreadnaught kills 2 of my incubi bodyguard (the tau want their technology back!) and then an incredibly funny bit of shooting happens. the vindicator blows up the ork trukk (the one that delivered ard boyz) and the trukk explodes. that explosion takes the last hull point of my nearby raider and that dies too. the troops emergency disembark near obj 4. for those keeping count, that is the second time that has happened to them. hilarious ^^ the nephilium fires everytihng it has at the two ork artillery pieces and only a single grot dies. next, my poor kabalite survivors get shot at by, well, a lot and 4 die. feel no pain and cover saves for the win considering the sheer amount of firepower that headed their way! A raider jinks away form ravenwing biker fire and the helfrost cannon on the stormfang kills a killa kan with the helfrost rule and 4 boyz.

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The funniest moment of the game in my opinion. Again, we are working out separate charges for simplicity's sake as there are just so many. First, the centurion charges my archon and incubi and he issues a challenge. I accept and he surprisingly can but his initiative up to match mine. we strike at the same time. he attacks and his 1 attack that manages to hit and wound is deflected by shadow field. my huskblade gets a wound in and instant death to the centurion! so that is +2 strength and +1 WS (warlord trait). I was getting giddy with the idea of how powerful I could make my archon that I forgot important things and paid for it. Arjak and his terminators declare a charge. Arjak gets a special throwing attack with his teleporting shield and hits my archon (because he was in a challenge, this should have gone on the incubi instead but I was forgetful here). I fail my shadow field and look out sir role. slay the warlord to space wolves! kinda cinematic though even after I remembered right after it happened about the challenge thing. I am of the opinion of "I rolled it, so I keep it" and wanted to keep the pace of the game continuing. the incubi bodyguard whiff against the terminators and are wiped out.

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The other incubi squad is slowly being whittled away, taking some of the deathwing with them to the grave.

Next assault is canis wolfborn charging the retreating ghaz thraka. they manage to regroup and ghaz subsequently slaughters canis wolfborn! many unusual assaults going on here. The thunderwolf cavalry assault my kabalites on obj 4 (remember them?) and are wiped out. Now throughout this game we have been doing the tactical objective cards and it is only now someone manages to do one. space wolves complete the cleanse and burn tac card for 2 victory points.

Last up is the wulfen who finish off my talos.

The armoured mon'keigh with the halberd charges the arrogent archon who is subsequently surprised at the speed of his opponent. The archon proves his better with a blade though and with one stroke turns the shocked space marine in to a dessicated corpse. Just as he smiles as unholy strength from the soul theft fills him, a shield appears as the armoured form falls. The archon is hit square in face, too fast for even his quick reflexes to handle and falls to the ground, his head nothing more then a red smear on the floor.

I'm sure you know that you and your opponent made a few mistakes but I want to point out your opponent can not shoot into a combat (throwing his hammer is a shooting attack) and I'm not aware of a rule allowing deathwing to charge the turn they come in. Run I think but not charge. I could be wrong.

I'm sure you know that you and your opponent made a few mistakes but I want to point out your opponent can not shoot into a combat (throwing his hammer is a shooting attack) and I'm not aware of a rule allowing deathwing to charge the turn they come in. Run I think but not charge. I could be wrong.

I may have remembered that wrong. i was the only one taking notes and pictures during the game. keeping track of everything was abit mad xD The deathwing may have deeptstruck under the center ruins and then moved up a floor? Arjak can apparantly toss his shield when he charges in. may have been apart of a formation but i really do not know. still trying to get everyone's lists from the day! also forgot to put my stuff is realspace raiders detachment. another tihng i have to look up is to wounds stack in a squad with multiple wounds (talos, wulfen, grotesques) or can they be spread out? this is what happens when you play on average one game a year xD

Movement phase both my ravager and scourges move in to position to get a bead on the now hovering stormfang gunship while my objective kabalites move a tad to hide from the wulfen and the trukk moves to block the way. the big ork mob and killa kans have finally reached an enemy in the form of the thunderwolves!

Shooting phase I completely whiff against the flier but I do force it to jink as 1 haywire would have got through. my venom kills a long fang and ork shooting takes 2 wounds off of the thunderwolves.

Assault phase! the locked incubi and terminators kill 1 each and ghaz charges the wulfen with his last remaining mega nob. they manage to kill 1 but are subsequently wiped out in turn giving the imperials slay the warlord (again! XD).

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Now for what we have waited 4 turns for. the ork mob and killa kans charge the thunderwolves! a thunderwolf is killed and 16 boyz die. The mob rule ensures the nob in charge smacks the nearest boy on the head to get them all back in line (literally, a base strength attack on one of his own boyz! survives though).

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The orks hurl themselves at the thunderwolf cavalry, dragging one down with sheer numbers but they pay a heavy price in blood at half of them are stomped, chewed, smashed and splatted by the desperate fighting of the fenryka of legends.

Turn 4 imperial alliance

Essentially the mopping up phase. more wolf guard deep strike near my kabalite objective holders and a lot of units move to consolidate or get in to position for firing lines and/or assault (my notes are abit thin here).

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The psychic phase we get abit of good luck as ezekiel kills himself with perils of the warp. this gives us slay the warlord and another victory point for trophy hunter tactical card (yay dark eldar!).

Shooting phase the mek boy is finally killed as the nephilim unleashes its firepower, giving the dark angels 2 victory points for disrupt their command. my venom dies to a well placed lascannon shot, my last raider is destoryed and 2 warriors from the 3 earlier survivors die. the last warriors dodges sniper and bolter fire but is finally ended by the long fang's multi melta. my ravager by the crater objective is also destroyed and my warriors on the objctive are shot to death by the teminators.

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Assault phase some thunderwolf HQ guy manages to get up to my scourges and proceeds to chop them in to tiny pieces with his axe. My last incubi is killed by the sergeant (he named him hatho so expect him to replace the dead praetor in future battles ^^) and my last ravager is destroyed by arjak. I am tabled!

The last combat. all the boyz except the nob is killed and 1 killa kan remains by the end though another thunderwolf is killed. crater objective is contested.

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Imperial alliance victory!

Arjak looks at the devastation he and his brothers have wrought around them. everywhere lay wrecked and burning xenos vehicles and even more xenos bodies littered the field. The commorites had seemed unusually aggressive, a desperation in their eyes to take the centre. This suited arjak's purpose just fine, the easier to smite the unclean xenos filth. The orks hadn't even made it this far, the wulfen and the thunderwolfs slaughtering all in their path. As he looked at the field once more before departing, only a single thought passed through his mind. Suffer not the alien to live.

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So, the tally! Us xenos scored:

Slay the warlord + 1 Trophy hunter +1 Defend obj 6 +2

Various objectives were worth points too with the centre one worth the most We scored 7 from objectives to make a total of 11 VP

The imperials scored (brace yourself):

First blood +1 Slay the warlord x2 for +2 Cleanse and burn +2 Disrupt their command +2 Area control +3 (obj on fortress of redemption, we had no way of stopping that at the time) Defend obj 2 +2

From controlling objectives, they scored 9 for a total of 21.

The analysis

What I did right:

My deployment was fine and having everything on the board was ok too. as for my army list I mostly kept to the "if you are going to have something, have it in quantity" save for the razorwing and the scourges. I took them because I wanted to try them out, the same with using 3 talos. still, 400 points wasted because they were both too slow with such a huge board and got completely creamed by the wulfen. fair warning to anyone thinking of assaulting them with a unit. DON’T xD.

Deploying troops on the nearest objective and remembering most of the rules. This was quite the challenge and I am happy overall with it. uhm, that was it xD

What I did wrong:

Going for the central objective as fast as possible. The good thing though is my speed meant we actually GOT a game, rather then tit for tat killings and then game over. What I should of done was deploy my kabalite sin firing positions and let the orks take the brunt of the firepower. also, I should have kept all my vehicles together to concentrate fire at one thing such as wulfen or thunderwolves. target the enemies fastest units, always.

Again, I will say my list. for what we was suppose to be having, it might have been fine but it was seriously outmatched here. Also, jinking raiders means practically no return fire from me and getting that close to powerfists in skimmers is just plain stupid of me. I do like the obscene amount of firepower the raiders and ravagers DID jink, firepower which would have wrecked ork vehicles 3 times over.

What I learned:

One learns more from defeat then victory and this was a tough reminder of many things. I will list what I learned.

1.Dark eldar are fragile – use speed to keep AWAY from troublesome enemy units 2.Don't be so eager to assault the enemy 3.Deploy kabalites in to firing positions if mounted in a raider, not right in front of the enemy. 4.Be clear on what the objectives are. 5.Bring more razorwings, 1 just can't survive on its own 6.Raiders are assault vehicles, so load up on assault troops! 7.Concentrate firepower. even 3++ and 2+ can go down with enough shots 8.Have fun! 9.ALWAYS bring night shields. so much more stuff would have survived with a 3+ jink 10.Keep calm and remember the rules!

If I was to do this battle again:

Footdar, more incubi, no talos, more razorwings and drop the scourges. I can clearly see why people like venom spam but atm I only have 1 xD same for razorwing and I have a total of 10 incubi. But I can realistically get 2 razors and more incubi. should I get another ravager or a voidraven bomber though? choices choices. with the list I was using though, I'd deploy kabailtes on objectives on our side of the baord and set up the rest in the ruins near the crater objective so they can shoot stuff coming down it. I'd keep my incubi and archon back and try for a turn 4 assault on the central objective. As for the talos, they would assault the wulfen and/or thunderwolves...with alot of back up from the orks. like, his whole army. and maybe a grot. just to be funny ^^

Summary

My second time with 7th edition and this codex, it really hammered home that even though hull points and jinking make our armour tougher, our units are still very lightly armoured xD I did ok in 3rd, 4th and 5th but need to remember that everyone has had codex upgrades (the wulfen is a very new one, it was the SW players first time using them. I think he is very happy with their performance ^^). the match left me shaken and it took a week for me to kinda recover. still, was fun and am looking forward to the maybe 3500 points match in october. I will take pics and notes of that one too. Hope you have enjoyed reading this and beware the wulfen! it will not die, fast moving , storm shield and thunderhammer, and lots of other rules makes these guys insane. you have been warned =D

I took alot more pics of this battle so message me if you want the link to them all

I tend to play casual and my usual opponent plays chaos marines though he doesn't have time for it now sadly. The players I went against play on a semi-regular basis but aren't used to a DE player. the first time playing with them my 2 talos chomped through 2 terminator squads and had grimnar locked in combat, wyches and lelith tied up bikers and dreadnaughts for quite a while, none of my vehicles took even a single hull point of damage and my incubi and archon did well against thunderwolves. my other wych squad broke against a chaplain and a single marine left with him and were wiped out xD we only got to end of turn two before we had to pack it in (thus why that report isn't here). night shield and feel no pain ftw ^^